Apocalypse is a Mutant Champion. Being a Mutant Champion, he has a Class Bonus against Skill Champions, but has a disadvantage against Tech Champions.


Thousands of years ago in ancient Aqaba, the first living being on Earth to express the mutant X-gene was born, given the name "En Sabah Nur" or "The First One". As he traveled the Earth, En Sabah Nur deemed himself “Apocalypse” convincing ancient civilizations that he was a deity and manipulating them into fighting wars which he justified as stimulating growth, judgment, and destruction. After conquesting the Earth for many millennia Apocalypse used Celestial technology to enter a period of suspended animation for many centuries, awakening in the current age and deciding the Earth is ready for further examination.


Apocalypse is all about ramping up to empower himself or his fellow Mutants, he does this by simply winning fights which will grant him Genetic Code. Apocalypse can choose to keep his Genetic Code for himself to boost his own abilities or spend them in the Pre-Fight screen to empower any Mutant teammate! In combat, Apocalypse is all about big Special Attacks! Special Attacks 1 and 2 will trigger a Debuff based on the last attack landed, these Debuffs can be converted into enhanced versions with the Special 3! Finally, if Apocalypse’s signature Ability is unlocked, whenever he doesn’t participate in a fight he enters a deep slumber, allowing him to Regenerate health based on how many fights his team wins while he slumbers!


Genetic Enhancement - Max Stacks 4

  • Start each quest with 1 Persistent Genetic Code. This becomes 2 if Defending, and 3 if Defending a final boss node.
  • Knocking out a non-#Robot Opponent grants 1 Genetic Code.
  • Gain 2 Genetic Code at the start of the fight when fighting a Mutant.
  • At the start of the fight gain 1 indefinite Passive Prowess for each Genetic Code, each increasing Special Attack Damage by 40%.
  • At 3+ Genetic Code, become Stun-immune while striking.
  • At 4+ Genetic Code, striking the Opponent’s Block with Light Attack inflicts a Stun Debuff for 0.8 seconds. Cooldown 12 seconds. This has no effect against Well-Timed Blocks.

Developer’s Note: Using Genetic Code, Apocalypse has the ability to hold infinite Passive Prowess effects making him great is some more niche situations such as the “Special Connoisseur” node in Act 6.

Additionally, Apocalypse’s ability to Stun into Blocks is great in situations where the Opponent is playing hard to get, giving him an instant combo opener.

Total Molecular Control

  • Develop immunity to Bleed, Incinerate and Disorient effects over 8 seconds while suffering from them. Once developed, these immunities persist for the entire quest.
  • Each time the Opponent Evades, gain +10% chance to bypass Evade. This is not affected by Ability Accuracy reduction and the chance to bypass Evade persists throughout the quest.
  • Opponents suffer 100% Purify Ability Accuracy reduction.

Developer’s Note: “Purify Ability Accuracy reduction” means that unless the Opponent facing Apocalypse has some way to increase their chance to trigger Purify, they will never be able to remove his Debuffs with Purify. This includes the stun from Parry.

Heavy Attacks

  • Both hits inflict Bleed dealing X Direct Damage over 7 seconds.
Tier Direct Damage
  • Refresh personal Weakness, Poison, Concussion and Degeneration effects on the Opponent.

Special Attacks

  • If the Opponent is suffering from a Damage Over Time effect, Special Attack Debuffs trigger on activation and last 30% longer.
  • Each hit deals a burst of X Physical Damage for each personal Weakness, Poison, Concussion or Degeneration on the Opponent.
Tier Physical Damage

Developer’s Note: On Attack Apocalypse can chain his Heavy into a Special Attack to inflict Bleed and thus gain the bonus duration in his Special Attack Debuffs. Additionally, fighting Apocalypse with the suicide Masteries turned on is probably not the best idea since he will trigger his Special Attack Debuffs without needing to land a hit.

Signature Ability

Survival Of The Fittest

  • Allows Apocalypse to enter his rejuvination chamber to regenerate between fights.

Survival Of The Fittest

  • When Apocalypse doesn’t participate in a fight he enters his Rejuvenation Chamber to slumber. At the start of his next fight, he Regenerates 3749.5 health for each fight his teammates won while he slumbered. This can stack up to 2 times.

Developer’s Note: This ability essentially allows Apocalypse to Regenerate whenever his teammates win a fight. If you swap between using Apocalypse and his Horseman every few fights you can get the power of the horseman AND allow Apocalypse to slumber with his signature ability to regenerate back any health he might lose!

Special Attacks

Special 1:

  • Inflict a Debuff determined by the last Light or Medium Attack thrown. If fighting a Mutant, or if Apocalypse has 4 Genetic Code, trigger both.
  • Light Attack - Inflict a non-stacking Weakness reducing Attack Rating by 25% for 25 seconds.
  • Medium Attack - Inflict a non-stacking Poison dealing X Direct Damage and reduce health recovery by 30% over 25 seconds.
Tier Direct Damage

Special 2:

  • Inflict a Debuff determined by the last Light or Medium Attack thrown. If fighting a Mutant, or if Apocalypse has 4 Genetic Code, trigger both.
  • Light Attack - Inflict a non-stacking Concussion reducing Ability Accuracy by 35% for 25 seconds.
  • Medium Attack - Inflict a non-stacking Degeneration dealing X Direct Damage over 25 seconds.
Tier Direct Damage

Developer’s Note: Combo enders are key in choosing what effect you want to trigger in Special Attacks 1 and 2. You can think of it this way: end with a Light Attack for Utility, end with a Medium for Damage.

Special 3:

  • All personal Weakness, Poison, Concussion and Degeneration effects on the Opponent are retriggered at +100% Potency and paused indefinitely. This Potency increase does not stack multiple times.
  • If no personal Weakness, Poison, Concussion or Degeneration effects are active, inflict 2 at random. These will not gain additional potency and will not be paused.

Developer’s Note: SP3 is most powerful for locking in your expiring Debuffs from SP1 and SP2. The ideal loop is to use SP1 and SP2 to get the Debuffs you want then use heavy attacks to refresh them as you build to your SP3.

Horseman of Apocalypse - Pre-Fight and Cross-Fight

  • Once Per Quest If Apocalypse has 4 Genetic Code he can spend them in the Pre-Fight screen to place a Cross-Fight on the next fight. The next Mutant teammate excluding Apocalypse to enter this fight becomes a Horseman of Apocalypse for the rest of the quest.
  • Horsemen gain the following abilities:
  • +100% Bleed Resistance.
  • An indefinite Prowess increasing Special Attack Damage by 50%.
  • +30% Offensive Ability Accuracy.
  • Go Unblockable for 2 seconds when the Opponent Purifies a Debuff.
  • Once per fight go Unstoppable for 3 seconds when struck.

Developer’s Note: This horseman is one of Apocalypse’s coolest abilities and allows him to transform any Mutant into a horseman for the rest of the quest giving them a ton of additional power!

Synergy Bonuses

To be added

Strengths and Weaknesses


  • Prevent Purify Abilities
    • Apocalypse reduces the Opponent’s Purify Ability Accuracy by 100%, so in most matchups against difficult Purify Champions/nodes such as Kingpin, Korg or Mole Man, the Opponent will not be able to Purify Debuffs.
  • Fighting Mutant Opponents
    • When Fighting Mutants, Apocalypse’s Special Attacks will be more impactful and allow him to ramp up his Genetic Code much faster.
  • Prevent Evade
    • As the Opponent evades, Apocalypse increases his chance to bypass Evade by 10% for the rest of the quest. This makes him a great option when fighting Evade Opponents.
  • Significantly enhance any Mutant
    • Using his Ability, Horseman of Apocalypse, Apocalypse can boost your favorite Mutant to some pretty crazy levels! However it does require some ramp up time.


  • Robots
    • Apocalypse needs Genetic Code to power himself up, Robots will grant no Genetic Code.
  • Stun Immune / Block Penetration
    • Apocalypse needs to land a decent amount of Heavy Attacks while he balances his Debuffs before locking them in with a Special 3. Stun- immune matchups will significantly reduce his effectiveness and Opponents who deal damage through Blocks will chip him out fast.
  • Poison, Degeneration or Debuff Immune
    • Apocalypse needs to place a lot of Debuffs to be effective, Opponents who are immune to his Debuffs will render him ineffective.
  • Ramp Time
    • Unless Apocalypse fights a Mutant, it can take quite a few fights before he builds up all his Genetic Code, this can make his first fight or 2 more difficult.

External links

Kabam Forums Champion Spotlight Apocalypse. Kabam Forums. August 31, 2020.



Mutant List of Mutant Champions Mutant

Playable: ArchangelBeastBishopCableColossusCyclops (Blue Team) ● Deadpool (X-ForceGoldpool) ● DominoEmma FrostGambitHavokIcemanMagneto (House of X) ● Mister SinisterNamorNightcrawlerOld Man LoganOmega RedPsylockeRogueSabretoothStorm (Pyramid X) ● SunspotWolverine (Weapon XX-23) ● Sunspot
Not playable: AdaptoidCyverineDeadpooloidDoombotIce PhoenixNightcarnageSentineloidSymbioidUltron Drone
Upcoming: ApocalypseProfessor X

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